仿淘寶,京東紅包雨

本紅包雨項目是基於HTML5的遊戲框架Phaser寫的,最終造成的是一個canvas,因此性能很好,可是必需要說的是這個框架比較大,壓縮後也有700K左右,因此請慎用.git

代碼地址: https://github.com/AmosXu/red-packet-raingithub

1. 效果展現

       

  

 圖片依次是倒計時頁面,搶紅包頁面,拆紅包頁,紅包展現頁,這些頁面都是寫在一個canvas裏面的,無刷新的切換效果,性能超級棒canvas

 

2.代碼展現

  貼上主要的代碼js代碼和註釋框架

複製代碼
  
  //初始化圖片
  let imgjishi = 'assets/img/daojishi.png'
  let bgPlan = 'assets/img/bg-plan.jpg'
  let bgRainer = 'assets/img/bg-rainer.jpg'
  let redpacket = 'assets/img/redpacket.png'
  let close = 'assets/img/close.png'
  let dialogExit = 'assets/img/dialog-exit.png'
  let buttonCancel = 'assets/img/button-cancel.png'
  let buttonExit = 'assets/img/button-exit.png'
  let openRedpacket = 'assets/img/open-redpacket.png'
  let open = 'assets/img/open.png'
  let redpacketResult = 'assets/img/redpacket-result.png'
  let buttonUseTicket = 'assets/img/button-use-ticket.png'
  let buttonContinue = 'assets/img/button-continue.png'
  let cursorAnimation = 'assets/img/cursor-animation.png'

  let states = {}
  let QingLvGroup;
  let hitNum = 0;
  let config = {
      selfPool:40,
      selfPic:'redpacket',
      rate:0.5,
      maxSpeed:1200,
      minSpeed:400,
      max:95
  }

  let ids = [0, 1, 2, 3, 4, 5]
  let redpackets = ['全場優惠50元', '20元代金券', '全場優惠50元', '20元代金券', '全場優惠50元', '20元代金券']
  let time = 25;
  let getIds = []
  let radio = document.documentElement.clientWidth/375;
  let e;

  function rfuc(n){
    return n*radio;
  }

  //初始化紅包
  function QingLv(config, game){
    this.init = function(){
        this.config = config;
        QingLvGroup = game.add.group();
        QingLvGroup.enableBody = true;
        QingLvGroup.createMultiple(config.selfPool, config.selfPic); //初始化多個紅包
        QingLvGroup.setAll('anchor.y',1)
        QingLvGroup.setAll('outOfBoundsKill', true);
        QingLvGroup.setAll('checkWorldBounds', true);
        this.maxWidth = game.width + 300;

        game.time.events.loop(Phaser.Timer.SECOND * config.rate, this.createQL, this);
    };
    this.createQL = function(){
        e = QingLvGroup.getFirstExists(false);
        
        if(e) {
            if(hitNum >= config.max) {
                return;
            }
            hitNum++;
            e.events.onInputDown.removeAll();
            var ram= Math.random();
            ram =ram<0.5?ram+=0.5: ram;
            e.loadTexture(this.config.selfPic)
            e.alpha = 1;
            e.angle = 30
            // e.scale.setTo(rfuc(ram));
            e.reset(game.rnd.integerInRange(100, this.maxWidth), 100)  //紅包生成的位置
            e.body.velocity.x = game.rnd.integerInRange(-300, -150);   //紅包移動的速度
            e.body.velocity.y = game.rnd.integerInRange(config.minSpeed, config.maxSpeed);
            e.inputEnabled = true;
            e.events.onInputDown.add(this.hitted, this)
        }
    };
    this.hitted = function(sprite){
        if(Math.random() < 1/4 && ids.length > 0) {
          sprite.kill();
          
          //點擊得到紅包,遊戲暫停
          game.paused = true;

          //背景
          let hexGraphics = new Phaser.Graphics().beginFill(0x000000, 0.5).drawRect(0,0,document.documentElement.clientWidth,document.documentElement.clientHeight + 2);
          let pausedMask = game.add.sprite(0, 0, hexGraphics.generateTexture())
          
          let openDialog = game.add.sprite(rfuc(62), rfuc(150), 'openRedpacket')
          
          let open = game.add.sprite(rfuc(130), rfuc(300), 'open')
          open.inputEnabled = true;
        
          let result = game.add.sprite(rfuc(0), rfuc(120), 'redpacketResult')
          result.visible = false

          let userTicket = game.add.sprite(rfuc(78), rfuc(445), 'buttonUseTicket')
          userTicket.visible = false

          let goOn = game.add.sprite(rfuc(198), rfuc(445), 'buttonContinue')
          goOn.visible = false

          let ticketText = {};
          let link = ''
          
          //拆紅包
          let clickOpen = function() {

            //遊戲暫停時,點擊事件無效,只能經過這種畫熱點的形式來綁定事件
            let openRect = new Phaser.Rectangle(rfuc(130), rfuc(315), 239, 239).copyFrom(open);

            if (openRect.contains(game.input.x, game.input.y)) {
              let currentWidth = open.width

              //拆紅包動畫
              let tempArr = [2, 4, 8, 4, 2, 1]
              let index = 0;
              let timer = setInterval(function() {
                if (index > tempArr.length-1) { index = 0 }
                open.width = currentWidth / tempArr[index]
                open.height = open.height
                open.left = game.world.centerX - open.width / 2
                ++index
              }, 200)
              game.input.onDown.remove(clickOpen, this);
              let arrIndex = Math.floor(Math.random() * ids.length)
              let redpacketId = ids.splice(arrIndex, 1)
              getIds.push(redpacketId[0])

              setTimeout(()=> {
                timer && clearInterval(timer)
                document.getElementById('audioOpen').play()
                let text = redpackets[redpacketId[0]]
                ticketText = game.add.text(0, rfuc(338), text, {fill: '#ffe67d', fontSize: '46px', fontWeight: 'bolder'})
                ticketText.left = game.world.centerX - ticketText.width / 2    //文字相對於屏幕左右居中
                openDialog.visible = false
                open.visible = false
                result.visible = true
                userTicket.visible = true
                goOn.visible = true
                game.input.onDown.add(clickButton, this)
              }, 1000)
            } 
          };

          let clickButton = function() {
            let userTicketRect = new Phaser.Rectangle(rfuc(78), rfuc(445), 194, 66).copyFrom(userTicket);
            let continueRect = new Phaser.Rectangle(rfuc(198), rfuc(445), 194, 66).copyFrom(goOn);

            if (userTicketRect.contains(game.input.x, game.input.y)) {
              window.location.replace(link)
              game.input.onDown.remove(clickButton, this);

            } else if (continueRect.contains(game.input.x, game.input.y)) {
              result.visible = false
              userTicket.visible = false
              goOn.visible = false
              pausedMask.visible = false
              ticketText.visible = false
              game.paused = false
              game.input.onDown.remove(clickButton, this);
            }
          }

          game.input.onDown.add(clickOpen, this)
        } else {
          sprite.inputEnabled = false;
          var anim = sprite.animations.add(config.selfPic);
          sprite.play(config.selfPic, 40, false);
          anim.onComplete.add(this.fade, this, sprite)  
        }
    };
    this.fade = function(sprite){
        var tween = game.add.tween(sprite).to({alpha:0}, 300, 'Linear', true)
        tween.onComplete.add(this.killed, this, sprite);
    };
    this.killed = function(sprite){
        sprite.kill();
    }
  }
  states.boot = function(game) {
    this.preload = function() {
        if (typeof(GAME) !== "undefined") {
            this.load.baseURL = GAME + "/";
        }
        if (!game.device.desktop) {
            this.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT;
            this.scale.forcePortrait = true;
            this.scale.refresh();
        }
    };
    this.create = function() {
        game.stage.backgroundColor = '#FFF';
        game.state.start('preload');
    };
  };
  states.preload = function(game) {
      this.preload = function(game) {
          //加載圖片
          game.load.spritesheet('daojishi', imgjishi, 250,120, 4)
          game.load.image('bgPlan', bgPlan)
          game.load.image('bgRainer', bgRainer)
          game.load.spritesheet('redpacket', redpacket, 144, 173, 2)
          game.load.image('close', close)
          game.load.image('dialogExit', dialogExit)
          game.load.image('buttonExit', buttonExit)
          game.load.image('buttonCancel', buttonCancel)
          game.load.image('openRedpacket', openRedpacket)
          game.load.image('open', open)
          game.load.image('redpacketResult', redpacketResult)
          game.load.image('buttonContinue', buttonContinue)
          game.load.image('buttonUseTicket', buttonUseTicket)
          game.load.spritesheet('cursorAnimation', cursorAnimation, 74, 108, 2)
      };
      this.create = function() {
          game.state.start('main');
      };
  };
  states.main = function(game) {
      this.create = function() {
          // 物理系統
          game.physics.startSystem(Phaser.Physics.ARCADE);

          // 背景圖
          var bgPlan = game.add.sprite(0, 0, 'bgPlan');
          bgPlan.width = game.width;
          bgPlan.height = game.height;

          var cursorPointer = game.add.sprite(game.world.centerX - 36, game.world.centerY + 86, 'cursorAnimation');
          var anim = cursorPointer.animations.add('cursorAnimation');
          cursorPointer.play('cursorAnimation', 2, true);

          document.getElementById('audioCountDown').play()

          // 開始遊戲倒計時
          var daojishi = game.add.sprite(game.world.centerX - 140, game.world.centerY - 400, 'daojishi');
          var anim = daojishi.animations.add('daojishi');
          daojishi.play('daojishi', 1, false);
          anim.onComplete.add(this.startGame, this, daojishi);
      };
      
      this.startGame = function(daojishi){
          this.leftTime = time
          let bgRainer = game.add.sprite(0, 0, 'bgRainer');
          bgRainer.width = game.width;
          bgRainer.height = game.height;
          daojishi.visible = false;
          this.createQingLv();

          //添加按鈕,並綁定事件
          let closeImg = game.add.button(rfuc(20), rfuc(20), 'close', function(){
            game.paused = true
            pausedMask.visible = true
            exitDialog.visible = true
            exitButton.visible = true
            cancelButton.visible = true

            game.input.onDown.add(buttonClick, this)
          }.bind(this))
          
          // 剩餘時間
          this.leftTimeText = game.add.text(0, 0, this.leftTime, {fill: '#FFF', fontSize: '40px', fontWeight: 'bolder'})
          this.leftTimeText.scale.setTo(rfuc(1))
          this.leftTimeText.fixedToCamera = true;
          this.leftTimeText.cameraOffset.setTo(game.camera.width - rfuc(80), rfuc(20));

          let hexGraphics = new Phaser.Graphics().beginFill(0x000000, 0.5).drawRect(0,0,document.documentElement.clientWidth,document.documentElement.clientHeight + 2);
          let pausedMask = game.add.sprite(0, 0, hexGraphics.generateTexture())
          pausedMask.visible = false;

          let exitDialog = game.add.sprite(rfuc(62), rfuc(150), 'dialogExit')
          exitDialog.visible = false;

          let exitButton = game.add.button(rfuc(80), rfuc(315), 'buttonExit')
          exitButton.visible = false;

          let isExit = false
          let cancelButton = game.add.button(rfuc(200), rfuc(315), 'buttonCancel')
          cancelButton.visible = false;

          game.time.events.repeat(Phaser.Timer.SECOND, this.leftTime, this.refreshTime, this)

          let buttonClick = function() {
            let cancelRect = new Phaser.Rectangle(rfuc(200), rfuc(315), 194, 66).copyFrom(cancelButton);
            if (cancelRect.contains(game.input.x, game.input.y)) {
              game.input.onDown.remove(buttonClick, this)
              game.paused = false
              pausedMask.visible = false
              exitDialog.visible = false
              exitButton.visible = false
              cancelButton.visible = false
            }
          }
      };

      this.createQingLv = function(){
          this.qinglv = new QingLv(config, game);
          this.qinglv.init();
          this.qinglv = new QingLv(config, game);
          this.qinglv.init();
      };
      
      this.refreshTime = function(){
          this.leftTime--;
          var tem = this.leftTime;
          this.leftTimeText.text = tem;
          if(this.leftTime === 0) {
              game.paused = true;
          }
      }
  };

  //生成遊戲
  let game = null
  if (game == null) {
    game = new Phaser.Game(document.documentElement.clientWidth, document.documentElement.clientHeight + 2, Phaser.AUTO, document.getElementById('gameScreen'));
    game.state.add('boot', states.boot.bind(game));
    game.state.add('preload', states.preload.bind(game));
    game.state.add('main', states.main.bind(game));
    game.state.start('boot');
  }
複製代碼

 

3. 疑難問題

   1. 遊戲暫停時,點擊事件無效,須要點擊,怎麼解決

     答:  經過全局事件畫熱點的形式綁定事件,必定要記得移除事件,必定必定要記得dom

複製代碼
game.input.onDown.add(clickOpen, this)   //給遊戲綁定全局事件

let userTicket = game.add.sprite(rfuc(78), rfuc(445), 'buttonUseTicket')        
let userTicketRect = new Phaser.Rectangle(78, 445, 194, 66).copyFrom(userTicket);  //得到button的區域

//若是點擊的位置爲button的位置就執行下一步
if (userTicketRect.contains(game.input.x, game.input.y)) {
  //移除全局事件
   game.input.onDown.remove(clickButton, this);
}
複製代碼

 

 2. 文字或圖片相對於屏幕居中(暫時只能作屏幕居中) 

 答: 添加文字到遊戲中,文字向左的偏移量等於遊戲屏幕的寬度減去文字寬度的通常,就能達到居中的效果oop

ticketText = game.add.text(0, rfuc(338), '我想居中', {fill: '#ffe67d', fontSize: '46px', fontWeight: 'bolder'})
ticketText.left = game.world.centerX - ticketText.width / 2    //文字相對於屏幕左右居中

 代碼地址: https://github.com/AmosXu/red-packet-rain性能

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